DoT Utility and Psyker Staff Balance

Darktide’s overall balance is still lackluster, especially in regards to Enemies and Weapon Balance, so I wanted to take some time to address a specific aspect of the latter and how I think adjustments to it could greatly improve the experience. And that specific aspect is, as it should be no surprise, Damage Over Time Effects. DoT Effects are something that every class has access to in some form, and in the game we have a total of 4 Options: Electrocution, Burning, Bleeding, and Soulfire. Electrified Enemies will take damage and can enter a “Shocked” state, where they will stop moving or attacking. But what about the others? Enemies w/ Bleeding, Soulfire, or Burning Stacks don’t really do anything to indicate what kind of stacks they have on them, aside from die faster.

In short, DoT doesn’t really do anything aside from damage, and I believe that this is directly feeding into problems w/ weapon balance in the game, especially in regards to Psyker Staffs. It’s not surprising to me that the Electrokinetic Staff, the only staff that has no way to naturally generate Soulfire, is the Psyker’s Weakest Staff. The Voidblast and Voidstrike can generate it on Crit, and the Inferno Staff, Psyker most used Ranged weapon I would argue, does it at base.

I also wouldn’t be surprised if someone took issue with the idea of Electrocution being counted as a DoT in the first place. As far as some basic testing can show, weapons like the Shock Maul will only cause a target to take further damage for a tick or two after the secondary attack, and for very little damage at that. And despite the Electrokinetic Secondary shooting lighting it doesn’t seem to generate any DoT effect once you let go of the trigger. The fact that Shocked Enemies don’t move or attack is almost a worthwhile benefit until you remember that a dead enemy also doesn’t attack or move, in addition to not being a target you have to worry about, and giving you toughness and other benefits depending on your build.

Lack of DoT Functionality hurts every class because it results in a lack of build and role diversity, but it hurts Psyker in particular because their overall Weapon and Class Balance is tied so directly to DoT, specifically Soulfire. Fatshark can’t truly increase Psyker’s power in any meaningful way because any Increase to Damage will only result in the Inferno Staff, a ranged weapon with infinite cleave and infinite ammo, becoming even more powerful, which in turn will only stagnate Weapon and Build Meta even more than it already is. But there is a way to improve DoT; it just requires decoupling them from damage.

To better illustrate my point, I want to use a different game as an example: Killing Floor 3. In KH3, there are Afflictions not dissimilar to the typical DoTs, such as Bleed and Burn. But there also a wealth of non-elemental Afflictions like Stumble, Panic, and Confusion. These afflictions don’t focus on Damage, but secondary effects, and they’re typically paired w/ the DoT Afflictions; for example, a lot of Burn Weapons will also inflict Panic. Now, I don’t assume that all or even any of these Afflictions could translate to the game, but as similar as Darktide is to Vermintide, the games are very different, and I think it’s worthwhile for Fatshark to look at mechanics from other games in the genre when evolving their own.

Not every DoT needs some kind of specialized effect. Burn being a counter to regenerating enemies is already a worthwhile. But giving a secondary benefit can help expand build options. Maybe an enemy who dies w/ full Burn Stacks could have a chance to explode. Perhaps Bleeding enemies could move and/or attack slower, and at full stacks they deal significantly less damage. Maybe Electrocuted enemies have a higher chance to enter the Shocked state for every tick, and ones that die w/ max stacks with send of a chain of lighting to other nearby enemies, spreading the effect. But the one I really want to tackle is Soulfire, since it is the specific DoT holding Psyker back.

In Lore, part of the reason why Plague Marines are so durable is due to the fact that they quite literally can’t feel their bodies. And the Chaos Tainted Plague working its way through Tertium very specifically traps the soul inside the rotting body of its victim. If Soulfire burns away the soul of its target, burns away their connection to The Grandfather, then I would imagine that target would feel the weight of their decaying bodies far more clearly. Soulfire effectively acting as Brittleness for Stagger and at max stacks Stumble would still give a lot of value to builds utilizing it. It would give the Inferno Staff a distinctive role from the Flamer, and make it so weapons like the Force Swords w/ Blazing Spirit inherent safety for melee Psyker builds. To be clear, I don’t think you could just drop effects like this into the game; work will have to be done to balance the secondary effects of DoT. But the bigger point I’m trying to convey is that by de-emphasizing DoT damage Fatsharks designers would be free to raise the power of other weapons in general and the power of Psyker Class Tree specifically.

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To make non-soulfire staves more viable, simply increase their dmg, stagger, and aoe.

Make electrokinetic 2ndary jump to a few more targets like it used to do, ~15% dmg increase on 2ndary attack, 10% reduced cast time, and give it the “Elites have 20% chance to explode dmging enemies around it” blessing that inferno staff has.

That should make it competitive with other staves.

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Somewhat of an aside, but does anyone actually take these blessings these days? I feel like taking it without pairing with warp Nexus has too low a proc rate, but I’m also very much not convinced the effect is worth both blessing slots.

I apologize that I’m responding to this so late; life. I wanted to point out that, yeah, you could just make the Electrokinetic Staff better without looking at DoTs or their place in the broader balance of the game. But that doesn’t do anything to fix the overall weapon and class balance problems w/ psyker. In short, directly buffing the Electro staff fixes only the Electro staff, but leaves all the other problems that are interconnected to the power of staffs overall compared to Psyker’s other options.

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I think realistically, the other thing keeping those staves more usable, even w/out taking Soulfire, is that both are far more capable of targeting and stumbling enemies. You can aim every other staff where w/ the Electrokinetic, at best, you suggest where you’d like the lighting to go. (And yes, I am aware that the sparking enemies tell you where the arc will go, but that’s still not the same as aiming to me). The Voidblast secondary has some of the highest stumble in the game, and the Voidstrike isn’t far behind. This is on top of appropriately explosive damage from both. That means that not only are they great at keeping the user safe (by putting enemies on the floor or damning them to the warp), but they also are just better at killing Elites and Specials, especially in this Armored Enemy drowned meta. Which means even if you aren’t taking Soulblaze, you’ll still get a lot more value out of Perilous Combustion (which is to my understanding, still pretty meta) than you would from the Electrokinetic Staff. Beyond that, an enemy shocked by the Electro Staff might stumble at the end of the trigger pull, but a lack of damage combined with heavy peril generation is not doing the staff any favors. Meanwhile all the other staffs feel like the generate far less peril, deal far more damage, and stumble enemies far more consistently. The thing is, I don’t think the Electrokinetic staff should need to care about Soulfire. But that doesn’t change the fact that the Psyker Class tree disproportionately cares about the DoT, having 4 Nodes (Perilous Combustion, Soul Drinker, Wildfire, and Creeping Flame) that explicitly apply or benefit from Soulfire. Which isn’t a lot, but is like, twice as much focus as any other class gets w/ any other DoT.

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